Season 3 Ladder Map Changes (Official) - Page 22
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Regorr
306 Posts
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DystopiaX
United States16236 Posts
On July 26 2011 08:54 aksfjh wrote: Well, apparently the map was already Zerg favored by a large margin (at the top). This includes close position. Imagine if suddenly Zergs (and everybody in general) no longer had to account for close positions and what kind of advantage that would give them. Oh, so like the MLG version? That didn't seem terribly imbalanced and I disagree with their assertion that it made the game predictable either. | ||
XenoX101
Australia729 Posts
New maps make for new strategies and ways to play the matchups, metalopolis had a particularly easy third and a very geographically simple map layout. It often lead to predictable strategies and gameplay, so to keep things fresh it makes perfect sense to remove it. The same can be said of Xel'Naga Caverns and especially Shakuras Plateau, but they are more popular maps so I expect it will be at least another season before they are replaced as well. | ||
t1mid
United States143 Posts
You would think that with over 90% negative feedback from the community they would at least give the new maps a second look, instead, they decide to go through with them and even get rid of some maps that we like. Map development team must be mad at us! | ||
dartoo
India2889 Posts
But I've heard a lot of terrans complain on that map, saying its to tough to break zergs once they get the gold, and to a lesser degree, complain about protoss late game, though personally metalopolis has mostly resulted in some really good epic games, I am quite sad to see to go. | ||
Warpish
834 Posts
(Shakuras Plateau with the backdoor > New Shakuras) | ||
Garnet
Vietnam9011 Posts
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Angry.Zerg
Mexico305 Posts
On July 26 2011 08:29 TERRANLOL wrote: YUSS!!! DQ... GONE Meta... GONE Scrap station... GONE SLAG PITS.... Aww ): I win a lot on this map lol LOL. BTW i LOVE that Tal Darim Altar is one of the most imbalanced maps in the pool. The community has been bitching about the maps since release and when gsl made their own maps the whole "grass is greener on the other side" thing made everyone want them. Turns out their terribly imbalanced. Lol. But It's still my favorite map. (: Even though I am a terran player. Lol. Taldarim is imbalanced because blizzard changed it in a bad way, its creator stated it long time ago. | ||
jgelling
55 Posts
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Barbiero
Brazil5259 Posts
On July 26 2011 09:23 DystopiaX wrote: Oh, so like the MLG version? That didn't seem terribly imbalanced and I disagree with their assertion that it made the game predictable either. Like last MLG, where Top 6 had 4 Zergs? | ||
Buffy
Sweden665 Posts
Since that map just makes you either win/lose outright and leaves no wiggle room to play with, at all. Wont even go into backwatertoss. Shouldn't have made it out on the ladder... EDIT:Btw "tinkering" just means "Adding god damn rocks on every god damn key position including your main and your nat, to make it more balanced" Tinkering....yeah right. | ||
FoeHamr
United States489 Posts
TL;DR: Try it before you knock it | ||
fuser
United States35 Posts
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Deadiam
United States69 Posts
On July 26 2011 09:14 Heavenly wrote: Crossfire is also heavily zerg favored despite the stupid notion that it's anti-zerg because some parts of it are narrow chokes that are heaven for baneling bombs while the rest of it is wide open and perfect for flanks, counterattacks, great terrain for mutas, and the third is almost impossible to secure while defending your natural as anyone but a zerg. I always felt that it was to Protoss favored as a Terran player. FF and Colosi were to strong with those chokes all around. TvZ never really gave me many issues as Banshee harass is always strong with the nice proxy area on the back side of the base. ![]() | ||
lgn!
Italy224 Posts
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Barbiero
Brazil5259 Posts
On July 26 2011 09:35 Buffy wrote: Backwater gulch + typhoon, and remove metalopolis ? like wtf ? Talk about close spawn pos making it imba, sure. But letting typhoon which either is the greatest map of all time (if you are winning) or worst of all time(if you are losing). Since that map just makes you either win/lose outright and leaves no wiggle room to play with, at all. Wont even go into backwatertoss. Shouldn't have made it out on the ladder... Hey, sorry but in this game you either WIN or LOSE(unless both players are really bad or good beyond heavens to get a tie), and backwater gulch is as much toss favored as it is counter-attack favored(aka. zergs mobile units), see NASL group play. | ||
jgelling
55 Posts
On July 26 2011 09:37 fuser wrote: I'm not sure I fully understand why Blizzard doesn't just fix Metalopolis to not include close spawns like the MLG variant. They have redesigned maps in the past (The Shattered Temple and Desert Oasis to name a few). I would find it very hard to believe that they have not heard/seen the MLG variant of this map. Because that would apparently increase Zerg imba on Metalopolis from 60% to 65+%, I would imagine. Close spawns are BAD for Zerg, and they're already 60% on the map even WITH close spawns. Apparently the map would be a balance train wreck without close spawns. How could you even salvage the thing without throwing rocks and chokes all over the place? | ||
moltenlead
Canada866 Posts
Why couldn't they choose to take out Xel'Naga? That map is boring to play on. At least I get all three vetoes back for the new maps. Also, those were some of the best 2v2 and 3v3 maps to play on, they had the most fun dynamic... Not that TL cares too much for those formats. | ||
samd
United States77 Posts
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T0fuuu
Australia2275 Posts
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